Vibe Coding a Tactical RPG in Godot: Where AI Helped (and Didn’t)



This time I pointed Claude Code at something outside my usual lane: building a Triangle Strategy, Fire Emblem inspired tactical RPG in Godot. I walk through what actually worked with vibe coding now versus a few months ago, from a movable grid and water rules to imported pixel art, a danger zone, dialogue, and a campfire scene. I’m honest about the tedious parts too, especially recoloring pixel art by hand, and where my background in image data made steering the AI far more effective. The takeaway: it’s dramatically better than early 2026, but real technical judgment still does a lot of the work.

🌐 Website: https://www.billyflamberti.com/
📱 My iOS apps: https://apps.apple.com/us/developer/william-lamberti/id1744987974
🎓 Publications: https://scholar.google.com/citations?user=nqqk3EgAAAAJ&hl=en
Chapters below 👇

Chapters:
00:00 Vibe coding a game
01:06 What changed since spring
01:34 Building the game foundation
06:12 Adding tile artwork
06:45 Dialogue and campfire scenes
07:16 Recoloring the pixel art
09:17 Where my expertise helped
10:18 Where it stands now

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#video #game #pixel #things #components #development

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Author: Billy Lamberti

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